900 lines
39 KiB
C#
900 lines
39 KiB
C#
// -----------------------------------------------------------------------
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// <copyright file="QualityMesher.cs">
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// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
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// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
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// </copyright>
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// -----------------------------------------------------------------------
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namespace UnityEngine.U2D.Animation.TriangleNet
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.Meshing
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{
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using System;
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using System.Collections.Generic;
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using Animation.TriangleNet.Geometry;
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using Animation.TriangleNet.Logging;
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using Animation.TriangleNet.Meshing.Data;
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using Animation.TriangleNet.Tools;
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using Animation.TriangleNet.Topology;
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/// <summary>
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/// Provides methods for mesh quality enforcement and testing.
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/// </summary>
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class QualityMesher
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{
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IPredicates predicates;
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Queue<BadSubseg> badsubsegs;
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BadTriQueue queue;
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Mesh mesh;
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Behavior behavior;
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NewLocation newLocation;
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ILog<LogItem> logger;
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// Stores the vertices of the triangle that contains newvertex
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// in SplitTriangle method.
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Triangle newvertex_tri;
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public QualityMesher(Mesh mesh, Configuration config)
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{
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logger = Log.Instance;
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badsubsegs = new Queue<BadSubseg>();
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queue = new BadTriQueue();
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this.mesh = mesh;
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this.predicates = config.Predicates();
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this.behavior = mesh.behavior;
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newLocation = new NewLocation(mesh, predicates);
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newvertex_tri = new Triangle();
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}
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/// <summary>
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/// Apply quality constraints to a mesh.
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/// </summary>
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/// <param name="quality">The quality constraints.</param>
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/// <param name="delaunay">A value indicating, if the refined mesh should be Conforming Delaunay.</param>
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public void Apply(QualityOptions quality, bool delaunay = false)
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{
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// Copy quality options
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if (quality != null)
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{
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behavior.Quality = true;
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behavior.MinAngle = quality.MinimumAngle;
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behavior.MaxAngle = quality.MaximumAngle;
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behavior.MaxArea = quality.MaximumArea;
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behavior.UserTest = quality.UserTest;
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behavior.VarArea = quality.VariableArea;
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behavior.ConformingDelaunay = behavior.ConformingDelaunay || delaunay;
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mesh.steinerleft = quality.SteinerPoints == 0 ? -1 : quality.SteinerPoints;
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}
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// TODO: remove
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if (!behavior.Poly)
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{
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// Be careful not to allocate space for element area constraints that
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// will never be assigned any value (other than the default -1.0).
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behavior.VarArea = false;
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}
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// Ensure that no vertex can be mistaken for a triangular bounding
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// box vertex in insertvertex().
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mesh.infvertex1 = null;
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mesh.infvertex2 = null;
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mesh.infvertex3 = null;
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if (behavior.useSegments)
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{
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mesh.checksegments = true;
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}
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if (behavior.Quality && mesh.triangles.Count > 0)
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{
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// Enforce angle and area constraints.
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EnforceQuality();
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}
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}
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/// <summary>
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/// Add a bad subsegment to the queue.
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/// </summary>
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/// <param name="badseg">Bad subsegment.</param>
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public void AddBadSubseg(BadSubseg badseg)
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{
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badsubsegs.Enqueue(badseg);
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}
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#region Check
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/// <summary>
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/// Check a subsegment to see if it is encroached; add it to the list if it is.
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/// </summary>
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/// <param name="testsubseg">The subsegment to check.</param>
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/// <returns>Returns a nonzero value if the subsegment is encroached.</returns>
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/// <remarks>
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/// A subsegment is encroached if there is a vertex in its diametral lens.
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/// For Ruppert's algorithm (-D switch), the "diametral lens" is the
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/// diametral circle. For Chew's algorithm (default), the diametral lens is
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/// just big enough to enclose two isosceles triangles whose bases are the
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/// subsegment. Each of the two isosceles triangles has two angles equal
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/// to 'b.minangle'.
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///
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/// Chew's algorithm does not require diametral lenses at all--but they save
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/// time. Any vertex inside a subsegment's diametral lens implies that the
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/// triangle adjoining the subsegment will be too skinny, so it's only a
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/// matter of time before the encroaching vertex is deleted by Chew's
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/// algorithm. It's faster to simply not insert the doomed vertex in the
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/// first place, which is why I use diametral lenses with Chew's algorithm.
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/// </remarks>
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public int CheckSeg4Encroach(ref Osub testsubseg)
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{
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Otri neighbortri = default(Otri);
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Osub testsym = default(Osub);
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BadSubseg encroachedseg;
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double dotproduct;
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int encroached;
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int sides;
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Vertex eorg, edest, eapex;
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encroached = 0;
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sides = 0;
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eorg = testsubseg.Org();
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edest = testsubseg.Dest();
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// Check one neighbor of the subsegment.
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testsubseg.Pivot(ref neighbortri);
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// Does the neighbor exist, or is this a boundary edge?
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if (neighbortri.tri.id != Mesh.DUMMY)
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{
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sides++;
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// Find a vertex opposite this subsegment.
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eapex = neighbortri.Apex();
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// Check whether the apex is in the diametral lens of the subsegment
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// (the diametral circle if 'conformdel' is set). A dot product
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// of two sides of the triangle is used to check whether the angle
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// at the apex is greater than (180 - 2 'minangle') degrees (for
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// lenses; 90 degrees for diametral circles).
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dotproduct = (eorg.x - eapex.x) * (edest.x - eapex.x) +
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(eorg.y - eapex.y) * (edest.y - eapex.y);
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if (dotproduct < 0.0)
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{
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if (behavior.ConformingDelaunay ||
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(dotproduct * dotproduct >=
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(2.0 * behavior.goodAngle - 1.0) * (2.0 * behavior.goodAngle - 1.0) *
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((eorg.x - eapex.x) * (eorg.x - eapex.x) +
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(eorg.y - eapex.y) * (eorg.y - eapex.y)) *
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((edest.x - eapex.x) * (edest.x - eapex.x) +
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(edest.y - eapex.y) * (edest.y - eapex.y))))
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{
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encroached = 1;
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}
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}
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}
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// Check the other neighbor of the subsegment.
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testsubseg.Sym(ref testsym);
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testsym.Pivot(ref neighbortri);
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// Does the neighbor exist, or is this a boundary edge?
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if (neighbortri.tri.id != Mesh.DUMMY)
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{
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sides++;
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// Find the other vertex opposite this subsegment.
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eapex = neighbortri.Apex();
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// Check whether the apex is in the diametral lens of the subsegment
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// (or the diametral circle, if 'conformdel' is set).
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dotproduct = (eorg.x - eapex.x) * (edest.x - eapex.x) +
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(eorg.y - eapex.y) * (edest.y - eapex.y);
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if (dotproduct < 0.0)
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{
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if (behavior.ConformingDelaunay ||
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(dotproduct * dotproduct >=
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(2.0 * behavior.goodAngle - 1.0) * (2.0 * behavior.goodAngle - 1.0) *
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((eorg.x - eapex.x) * (eorg.x - eapex.x) +
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(eorg.y - eapex.y) * (eorg.y - eapex.y)) *
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((edest.x - eapex.x) * (edest.x - eapex.x) +
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(edest.y - eapex.y) * (edest.y - eapex.y))))
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{
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encroached += 2;
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}
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}
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}
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if (encroached > 0 && (behavior.NoBisect == 0 || ((behavior.NoBisect == 1) && (sides == 2))))
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{
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// Add the subsegment to the list of encroached subsegments.
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// Be sure to get the orientation right.
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encroachedseg = new BadSubseg();
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if (encroached == 1)
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{
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encroachedseg.subseg = testsubseg;
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encroachedseg.org = eorg;
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encroachedseg.dest = edest;
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}
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else
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{
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encroachedseg.subseg = testsym;
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encroachedseg.org = edest;
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encroachedseg.dest = eorg;
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}
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badsubsegs.Enqueue(encroachedseg);
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}
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return encroached;
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}
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/// <summary>
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/// Test a triangle for quality and size.
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/// </summary>
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/// <param name="testtri">Triangle to check.</param>
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/// <remarks>
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/// Tests a triangle to see if it satisfies the minimum angle condition and
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/// the maximum area condition. Triangles that aren't up to spec are added
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/// to the bad triangle queue.
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/// </remarks>
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public void TestTriangle(ref Otri testtri)
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{
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Otri tri1 = default(Otri), tri2 = default(Otri);
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Osub testsub = default(Osub);
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Vertex torg, tdest, tapex;
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Vertex base1, base2;
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Vertex org1, dest1, org2, dest2;
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Vertex joinvertex;
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double dxod, dyod, dxda, dyda, dxao, dyao;
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double dxod2, dyod2, dxda2, dyda2, dxao2, dyao2;
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double apexlen, orglen, destlen, minedge;
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double angle;
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double area;
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double dist1, dist2;
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double maxangle;
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torg = testtri.Org();
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tdest = testtri.Dest();
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tapex = testtri.Apex();
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dxod = torg.x - tdest.x;
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dyod = torg.y - tdest.y;
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dxda = tdest.x - tapex.x;
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dyda = tdest.y - tapex.y;
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dxao = tapex.x - torg.x;
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dyao = tapex.y - torg.y;
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dxod2 = dxod * dxod;
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dyod2 = dyod * dyod;
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dxda2 = dxda * dxda;
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dyda2 = dyda * dyda;
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dxao2 = dxao * dxao;
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dyao2 = dyao * dyao;
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// Find the lengths of the triangle's three edges.
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apexlen = dxod2 + dyod2;
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orglen = dxda2 + dyda2;
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destlen = dxao2 + dyao2;
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if ((apexlen < orglen) && (apexlen < destlen))
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{
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// The edge opposite the apex is shortest.
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minedge = apexlen;
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// Find the square of the cosine of the angle at the apex.
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angle = dxda * dxao + dyda * dyao;
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angle = angle * angle / (orglen * destlen);
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base1 = torg;
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base2 = tdest;
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testtri.Copy(ref tri1);
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}
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else if (orglen < destlen)
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{
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// The edge opposite the origin is shortest.
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minedge = orglen;
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// Find the square of the cosine of the angle at the origin.
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angle = dxod * dxao + dyod * dyao;
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angle = angle * angle / (apexlen * destlen);
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base1 = tdest;
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base2 = tapex;
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testtri.Lnext(ref tri1);
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}
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else
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{
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// The edge opposite the destination is shortest.
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minedge = destlen;
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// Find the square of the cosine of the angle at the destination.
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angle = dxod * dxda + dyod * dyda;
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angle = angle * angle / (apexlen * orglen);
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base1 = tapex;
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base2 = torg;
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testtri.Lprev(ref tri1);
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}
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if (behavior.VarArea || behavior.fixedArea || (behavior.UserTest != null))
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{
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// Check whether the area is larger than permitted.
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area = 0.5 * (dxod * dyda - dyod * dxda);
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if (behavior.fixedArea && (area > behavior.MaxArea))
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{
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// Add this triangle to the list of bad triangles.
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queue.Enqueue(ref testtri, minedge, tapex, torg, tdest);
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return;
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}
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// Nonpositive area constraints are treated as unconstrained.
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if ((behavior.VarArea) && (area > testtri.tri.area) && (testtri.tri.area > 0.0))
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{
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// Add this triangle to the list of bad triangles.
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queue.Enqueue(ref testtri, minedge, tapex, torg, tdest);
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return;
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}
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// Check whether the user thinks this triangle is too large.
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if ((behavior.UserTest != null) && behavior.UserTest(testtri.tri, area))
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{
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queue.Enqueue(ref testtri, minedge, tapex, torg, tdest);
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return;
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}
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}
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// find the maximum edge and accordingly the pqr orientation
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if ((apexlen > orglen) && (apexlen > destlen))
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{
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// The edge opposite the apex is longest.
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// maxedge = apexlen;
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// Find the cosine of the angle at the apex.
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maxangle = (orglen + destlen - apexlen) / (2 * Math.Sqrt(orglen * destlen));
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}
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else if (orglen > destlen)
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{
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// The edge opposite the origin is longest.
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// maxedge = orglen;
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// Find the cosine of the angle at the origin.
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maxangle = (apexlen + destlen - orglen) / (2 * Math.Sqrt(apexlen * destlen));
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}
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else
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{
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// The edge opposite the destination is longest.
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// maxedge = destlen;
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// Find the cosine of the angle at the destination.
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maxangle = (apexlen + orglen - destlen) / (2 * Math.Sqrt(apexlen * orglen));
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}
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// Check whether the angle is smaller than permitted.
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if ((angle > behavior.goodAngle) || (maxangle < behavior.maxGoodAngle && behavior.MaxAngle != 0.0))
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{
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// Use the rules of Miller, Pav, and Walkington to decide that certain
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// triangles should not be split, even if they have bad angles.
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// A skinny triangle is not split if its shortest edge subtends a
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// small input angle, and both endpoints of the edge lie on a
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// concentric circular shell. For convenience, I make a small
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// adjustment to that rule: I check if the endpoints of the edge
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// both lie in segment interiors, equidistant from the apex where
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// the two segments meet.
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// First, check if both points lie in segment interiors.
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if ((base1.type == VertexType.SegmentVertex) &&
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(base2.type == VertexType.SegmentVertex))
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{
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// Check if both points lie in a common segment. If they do, the
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// skinny triangle is enqueued to be split as usual.
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tri1.Pivot(ref testsub);
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if (testsub.seg.hash == Mesh.DUMMY)
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{
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// No common segment. Find a subsegment that contains 'torg'.
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tri1.Copy(ref tri2);
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do
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{
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tri1.Oprev();
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tri1.Pivot(ref testsub);
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}
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while (testsub.seg.hash == Mesh.DUMMY);
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// Find the endpoints of the containing segment.
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org1 = testsub.SegOrg();
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dest1 = testsub.SegDest();
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// Find a subsegment that contains 'tdest'.
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do
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{
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tri2.Dnext();
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tri2.Pivot(ref testsub);
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}
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while (testsub.seg.hash == Mesh.DUMMY);
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// Find the endpoints of the containing segment.
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org2 = testsub.SegOrg();
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dest2 = testsub.SegDest();
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// Check if the two containing segments have an endpoint in common.
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joinvertex = null;
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if ((dest1.x == org2.x) && (dest1.y == org2.y))
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{
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joinvertex = dest1;
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}
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else if ((org1.x == dest2.x) && (org1.y == dest2.y))
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{
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joinvertex = org1;
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}
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if (joinvertex != null)
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{
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// Compute the distance from the common endpoint (of the two
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// segments) to each of the endpoints of the shortest edge.
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dist1 = ((base1.x - joinvertex.x) * (base1.x - joinvertex.x) +
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(base1.y - joinvertex.y) * (base1.y - joinvertex.y));
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dist2 = ((base2.x - joinvertex.x) * (base2.x - joinvertex.x) +
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(base2.y - joinvertex.y) * (base2.y - joinvertex.y));
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// If the two distances are equal, don't split the triangle.
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if ((dist1 < 1.001 * dist2) && (dist1 > 0.999 * dist2))
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{
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// Return now to avoid enqueueing the bad triangle.
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return;
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}
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}
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}
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}
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// Add this triangle to the list of bad triangles.
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queue.Enqueue(ref testtri, minedge, tapex, torg, tdest);
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}
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}
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#endregion
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#region Maintanance
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/// <summary>
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/// Traverse the entire list of subsegments, and check each to see if it
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/// is encroached. If so, add it to the list.
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/// </summary>
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private void TallyEncs()
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{
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Osub subsegloop = default(Osub);
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subsegloop.orient = 0;
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foreach (var seg in mesh.subsegs.Values)
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{
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subsegloop.seg = seg;
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// If the segment is encroached, add it to the list.
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CheckSeg4Encroach(ref subsegloop);
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}
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}
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/// <summary>
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/// Split all the encroached subsegments.
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/// </summary>
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/// <param name="triflaws">A flag that specifies whether one should take
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/// note of new bad triangles that result from inserting vertices to repair
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/// encroached subsegments.</param>
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/// <remarks>
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/// Each encroached subsegment is repaired by splitting it - inserting a
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/// vertex at or near its midpoint. Newly inserted vertices may encroach
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/// upon other subsegments; these are also repaired.
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/// </remarks>
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private void SplitEncSegs(bool triflaws)
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{
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Otri enctri = default(Otri);
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Otri testtri = default(Otri);
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Osub testsh = default(Osub);
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Osub currentenc = default(Osub);
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BadSubseg seg;
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Vertex eorg, edest, eapex;
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Vertex newvertex;
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InsertVertexResult success;
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double segmentlength, nearestpoweroftwo;
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double split;
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double multiplier, divisor;
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bool acuteorg, acuteorg2, acutedest, acutedest2;
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// Note that steinerleft == -1 if an unlimited number
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// of Steiner points is allowed.
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while (badsubsegs.Count > 0)
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{
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if (mesh.steinerleft == 0)
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{
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break;
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}
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seg = badsubsegs.Dequeue();
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currentenc = seg.subseg;
|
|
eorg = currentenc.Org();
|
|
edest = currentenc.Dest();
|
|
// Make sure that this segment is still the same segment it was
|
|
// when it was determined to be encroached. If the segment was
|
|
// enqueued multiple times (because several newly inserted
|
|
// vertices encroached it), it may have already been split.
|
|
if (!Osub.IsDead(currentenc.seg) && (eorg == seg.org) && (edest == seg.dest))
|
|
{
|
|
// To decide where to split a segment, we need to know if the
|
|
// segment shares an endpoint with an adjacent segment.
|
|
// The concern is that, if we simply split every encroached
|
|
// segment in its center, two adjacent segments with a small
|
|
// angle between them might lead to an infinite loop; each
|
|
// vertex added to split one segment will encroach upon the
|
|
// other segment, which must then be split with a vertex that
|
|
// will encroach upon the first segment, and so on forever.
|
|
// To avoid this, imagine a set of concentric circles, whose
|
|
// radii are powers of two, about each segment endpoint.
|
|
// These concentric circles determine where the segment is
|
|
// split. (If both endpoints are shared with adjacent
|
|
// segments, split the segment in the middle, and apply the
|
|
// concentric circles for later splittings.)
|
|
|
|
// Is the origin shared with another segment?
|
|
currentenc.Pivot(ref enctri);
|
|
enctri.Lnext(ref testtri);
|
|
testtri.Pivot(ref testsh);
|
|
acuteorg = testsh.seg.hash != Mesh.DUMMY;
|
|
// Is the destination shared with another segment?
|
|
testtri.Lnext();
|
|
testtri.Pivot(ref testsh);
|
|
acutedest = testsh.seg.hash != Mesh.DUMMY;
|
|
|
|
// If we're using Chew's algorithm (rather than Ruppert's)
|
|
// to define encroachment, delete free vertices from the
|
|
// subsegment's diametral circle.
|
|
if (!behavior.ConformingDelaunay && !acuteorg && !acutedest)
|
|
{
|
|
eapex = enctri.Apex();
|
|
while ((eapex.type == VertexType.FreeVertex) &&
|
|
((eorg.x - eapex.x) * (edest.x - eapex.x) +
|
|
(eorg.y - eapex.y) * (edest.y - eapex.y) < 0.0))
|
|
{
|
|
mesh.DeleteVertex(ref testtri);
|
|
currentenc.Pivot(ref enctri);
|
|
eapex = enctri.Apex();
|
|
enctri.Lprev(ref testtri);
|
|
}
|
|
}
|
|
|
|
// Now, check the other side of the segment, if there's a triangle there.
|
|
enctri.Sym(ref testtri);
|
|
if (testtri.tri.id != Mesh.DUMMY)
|
|
{
|
|
// Is the destination shared with another segment?
|
|
testtri.Lnext();
|
|
testtri.Pivot(ref testsh);
|
|
acutedest2 = testsh.seg.hash != Mesh.DUMMY;
|
|
acutedest = acutedest || acutedest2;
|
|
// Is the origin shared with another segment?
|
|
testtri.Lnext();
|
|
testtri.Pivot(ref testsh);
|
|
acuteorg2 = testsh.seg.hash != Mesh.DUMMY;
|
|
acuteorg = acuteorg || acuteorg2;
|
|
|
|
// Delete free vertices from the subsegment's diametral circle.
|
|
if (!behavior.ConformingDelaunay && !acuteorg2 && !acutedest2)
|
|
{
|
|
eapex = testtri.Org();
|
|
while ((eapex.type == VertexType.FreeVertex) &&
|
|
((eorg.x - eapex.x) * (edest.x - eapex.x) +
|
|
(eorg.y - eapex.y) * (edest.y - eapex.y) < 0.0))
|
|
{
|
|
mesh.DeleteVertex(ref testtri);
|
|
enctri.Sym(ref testtri);
|
|
eapex = testtri.Apex();
|
|
testtri.Lprev();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Use the concentric circles if exactly one endpoint is shared
|
|
// with another adjacent segment.
|
|
if (acuteorg || acutedest)
|
|
{
|
|
segmentlength = Math.Sqrt((edest.x - eorg.x) * (edest.x - eorg.x) +
|
|
(edest.y - eorg.y) * (edest.y - eorg.y));
|
|
// Find the power of two that most evenly splits the segment.
|
|
// The worst case is a 2:1 ratio between subsegment lengths.
|
|
nearestpoweroftwo = 1.0;
|
|
while (segmentlength > 3.0 * nearestpoweroftwo)
|
|
{
|
|
nearestpoweroftwo *= 2.0;
|
|
}
|
|
while (segmentlength < 1.5 * nearestpoweroftwo)
|
|
{
|
|
nearestpoweroftwo *= 0.5;
|
|
}
|
|
// Where do we split the segment?
|
|
split = nearestpoweroftwo / segmentlength;
|
|
if (acutedest)
|
|
{
|
|
split = 1.0 - split;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we're not worried about adjacent segments, split
|
|
// this segment in the middle.
|
|
split = 0.5;
|
|
}
|
|
|
|
// Create the new vertex (interpolate coordinates).
|
|
newvertex = new Vertex(
|
|
eorg.x + split * (edest.x - eorg.x),
|
|
eorg.y + split * (edest.y - eorg.y),
|
|
currentenc.seg.boundary
|
|
#if USE_ATTRIBS
|
|
, mesh.nextras
|
|
#endif
|
|
);
|
|
|
|
newvertex.type = VertexType.SegmentVertex;
|
|
|
|
newvertex.hash = mesh.hash_vtx++;
|
|
newvertex.id = newvertex.hash;
|
|
|
|
mesh.vertices.Add(newvertex.hash, newvertex);
|
|
#if USE_ATTRIBS
|
|
// Interpolate attributes.
|
|
for (int i = 0; i < mesh.nextras; i++)
|
|
{
|
|
newvertex.attributes[i] = eorg.attributes[i]
|
|
+ split * (edest.attributes[i] - eorg.attributes[i]);
|
|
}
|
|
#endif
|
|
#if USE_Z
|
|
newvertex.z = eorg.z + split * (edest.z - eorg.z);
|
|
#endif
|
|
if (!Behavior.NoExact)
|
|
{
|
|
// Roundoff in the above calculation may yield a 'newvertex'
|
|
// that is not precisely collinear with 'eorg' and 'edest'.
|
|
// Improve collinearity by one step of iterative refinement.
|
|
multiplier = predicates.CounterClockwise(eorg, edest, newvertex);
|
|
divisor = ((eorg.x - edest.x) * (eorg.x - edest.x) +
|
|
(eorg.y - edest.y) * (eorg.y - edest.y));
|
|
if ((multiplier != 0.0) && (divisor != 0.0))
|
|
{
|
|
multiplier = multiplier / divisor;
|
|
// Watch out for NANs.
|
|
if (!double.IsNaN(multiplier))
|
|
{
|
|
newvertex.x += multiplier * (edest.y - eorg.y);
|
|
newvertex.y += multiplier * (eorg.x - edest.x);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check whether the new vertex lies on an endpoint.
|
|
if (((newvertex.x == eorg.x) && (newvertex.y == eorg.y)) ||
|
|
((newvertex.x == edest.x) && (newvertex.y == edest.y)))
|
|
{
|
|
logger.Error("Ran out of precision: I attempted to split a"
|
|
+ " segment to a smaller size than can be accommodated by"
|
|
+ " the finite precision of floating point arithmetic.",
|
|
"Quality.SplitEncSegs()");
|
|
|
|
throw new Exception("Ran out of precision");
|
|
}
|
|
// Insert the splitting vertex. This should always succeed.
|
|
success = mesh.InsertVertex(newvertex, ref enctri, ref currentenc, true, triflaws);
|
|
if ((success != InsertVertexResult.Successful) && (success != InsertVertexResult.Encroaching))
|
|
{
|
|
logger.Error("Failure to split a segment.", "Quality.SplitEncSegs()");
|
|
throw new Exception("Failure to split a segment.");
|
|
}
|
|
if (mesh.steinerleft > 0)
|
|
{
|
|
mesh.steinerleft--;
|
|
}
|
|
// Check the two new subsegments to see if they're encroached.
|
|
CheckSeg4Encroach(ref currentenc);
|
|
currentenc.Next();
|
|
CheckSeg4Encroach(ref currentenc);
|
|
}
|
|
|
|
// Set subsegment's origin to NULL. This makes it possible to detect dead
|
|
// badsubsegs when traversing the list of all badsubsegs.
|
|
seg.org = null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Test every triangle in the mesh for quality measures.
|
|
/// </summary>
|
|
private void TallyFaces()
|
|
{
|
|
Otri triangleloop = default(Otri);
|
|
triangleloop.orient = 0;
|
|
|
|
foreach (var tri in mesh.triangles)
|
|
{
|
|
triangleloop.tri = tri;
|
|
|
|
// If the triangle is bad, enqueue it.
|
|
TestTriangle(ref triangleloop);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Inserts a vertex at the circumcenter of a triangle. Deletes
|
|
/// the newly inserted vertex if it encroaches upon a segment.
|
|
/// </summary>
|
|
/// <param name="badtri"></param>
|
|
private void SplitTriangle(BadTriangle badtri)
|
|
{
|
|
Otri badotri = default(Otri);
|
|
Vertex borg, bdest, bapex;
|
|
Point newloc; // Location of the new vertex
|
|
double xi = 0, eta = 0;
|
|
InsertVertexResult success;
|
|
bool errorflag;
|
|
|
|
badotri = badtri.poortri;
|
|
borg = badotri.Org();
|
|
bdest = badotri.Dest();
|
|
bapex = badotri.Apex();
|
|
|
|
// Make sure that this triangle is still the same triangle it was
|
|
// when it was tested and determined to be of bad quality.
|
|
// Subsequent transformations may have made it a different triangle.
|
|
if (!Otri.IsDead(badotri.tri) && (borg == badtri.org) &&
|
|
(bdest == badtri.dest) && (bapex == badtri.apex))
|
|
{
|
|
errorflag = false;
|
|
// Create a new vertex at the triangle's circumcenter.
|
|
|
|
// Using the original (simpler) Steiner point location method
|
|
// for mesh refinement.
|
|
// TODO: NewLocation doesn't work for refinement. Why? Maybe
|
|
// reset VertexType?
|
|
if (behavior.fixedArea || behavior.VarArea)
|
|
{
|
|
newloc = predicates.FindCircumcenter(borg, bdest, bapex, ref xi, ref eta, behavior.offconstant);
|
|
}
|
|
else
|
|
{
|
|
newloc = newLocation.FindLocation(borg, bdest, bapex, ref xi, ref eta, true, badotri);
|
|
}
|
|
|
|
// Check whether the new vertex lies on a triangle vertex.
|
|
if (((newloc.x == borg.x) && (newloc.y == borg.y)) ||
|
|
((newloc.x == bdest.x) && (newloc.y == bdest.y)) ||
|
|
((newloc.x == bapex.x) && (newloc.y == bapex.y)))
|
|
{
|
|
if (Log.Verbose)
|
|
{
|
|
logger.Warning("New vertex falls on existing vertex.", "Quality.SplitTriangle()");
|
|
errorflag = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The new vertex must be in the interior, and therefore is a
|
|
// free vertex with a marker of zero.
|
|
Vertex newvertex = new Vertex(newloc.x, newloc.y, 0
|
|
#if USE_ATTRIBS
|
|
, mesh.nextras
|
|
#endif
|
|
);
|
|
|
|
newvertex.type = VertexType.FreeVertex;
|
|
|
|
// Ensure that the handle 'badotri' does not represent the longest
|
|
// edge of the triangle. This ensures that the circumcenter must
|
|
// fall to the left of this edge, so point location will work.
|
|
// (If the angle org-apex-dest exceeds 90 degrees, then the
|
|
// circumcenter lies outside the org-dest edge, and eta is
|
|
// negative. Roundoff error might prevent eta from being
|
|
// negative when it should be, so I test eta against xi.)
|
|
if (eta < xi)
|
|
{
|
|
badotri.Lprev();
|
|
}
|
|
|
|
// Assign triangle for attributes interpolation.
|
|
newvertex.tri.tri = newvertex_tri;
|
|
|
|
// Insert the circumcenter, searching from the edge of the triangle,
|
|
// and maintain the Delaunay property of the triangulation.
|
|
Osub tmp = default(Osub);
|
|
success = mesh.InsertVertex(newvertex, ref badotri, ref tmp, true, true);
|
|
|
|
if (success == InsertVertexResult.Successful)
|
|
{
|
|
newvertex.hash = mesh.hash_vtx++;
|
|
newvertex.id = newvertex.hash;
|
|
#if USE_ATTRIBS
|
|
if (mesh.nextras > 0)
|
|
{
|
|
Interpolation.InterpolateAttributes(newvertex, newvertex.tri.tri, mesh.nextras);
|
|
}
|
|
#endif
|
|
#if USE_Z
|
|
Interpolation.InterpolateZ(newvertex, newvertex.tri.tri);
|
|
#endif
|
|
mesh.vertices.Add(newvertex.hash, newvertex);
|
|
|
|
if (mesh.steinerleft > 0)
|
|
{
|
|
mesh.steinerleft--;
|
|
}
|
|
}
|
|
else if (success == InsertVertexResult.Encroaching)
|
|
{
|
|
// If the newly inserted vertex encroaches upon a subsegment,
|
|
// delete the new vertex.
|
|
mesh.UndoVertex();
|
|
}
|
|
else if (success == InsertVertexResult.Violating)
|
|
{
|
|
// Failed to insert the new vertex, but some subsegment was
|
|
// marked as being encroached.
|
|
}
|
|
else
|
|
{ // success == DUPLICATEVERTEX
|
|
// Couldn't insert the new vertex because a vertex is already there.
|
|
if (Log.Verbose)
|
|
{
|
|
logger.Warning("New vertex falls on existing vertex.", "Quality.SplitTriangle()");
|
|
errorflag = true;
|
|
}
|
|
}
|
|
}
|
|
if (errorflag)
|
|
{
|
|
logger.Error("The new vertex is at the circumcenter of triangle: This probably "
|
|
+ "means that I am trying to refine triangles to a smaller size than can be "
|
|
+ "accommodated by the finite precision of floating point arithmetic.",
|
|
"Quality.SplitTriangle()");
|
|
|
|
throw new Exception("The new vertex is at the circumcenter of triangle.");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all the encroached subsegments and bad triangles from the triangulation.
|
|
/// </summary>
|
|
private void EnforceQuality()
|
|
{
|
|
BadTriangle badtri;
|
|
|
|
// Test all segments to see if they're encroached.
|
|
TallyEncs();
|
|
|
|
// Fix encroached subsegments without noting bad triangles.
|
|
SplitEncSegs(false);
|
|
// At this point, if we haven't run out of Steiner points, the
|
|
// triangulation should be (conforming) Delaunay.
|
|
|
|
// Next, we worry about enforcing triangle quality.
|
|
if ((behavior.MinAngle > 0.0) || behavior.VarArea || behavior.fixedArea || behavior.UserTest != null)
|
|
{
|
|
// TODO: Reset queue? (Or is it always empty at this point)
|
|
|
|
// Test all triangles to see if they're bad.
|
|
TallyFaces();
|
|
|
|
mesh.checkquality = true;
|
|
while ((queue.Count > 0) && (mesh.steinerleft != 0))
|
|
{
|
|
// Fix one bad triangle by inserting a vertex at its circumcenter.
|
|
badtri = queue.Dequeue();
|
|
SplitTriangle(badtri);
|
|
|
|
if (badsubsegs.Count > 0)
|
|
{
|
|
// Put bad triangle back in queue for another try later.
|
|
queue.Enqueue(badtri);
|
|
// Fix any encroached subsegments that resulted.
|
|
// Record any new bad triangles that result.
|
|
SplitEncSegs(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// At this point, if the "-D" switch was selected and we haven't run out
|
|
// of Steiner points, the triangulation should be (conforming) Delaunay
|
|
// and have no low-quality triangles.
|
|
|
|
// Might we have run out of Steiner points too soon?
|
|
if (Log.Verbose && behavior.ConformingDelaunay && (badsubsegs.Count > 0) && (mesh.steinerleft == 0))
|
|
{
|
|
logger.Warning("I ran out of Steiner points, but the mesh has encroached subsegments, "
|
|
+ "and therefore might not be truly Delaunay. If the Delaunay property is important "
|
|
+ "to you, try increasing the number of Steiner points.",
|
|
"Quality.EnforceQuality()");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|